Furotic VR [2025-05-12] [FuroticVR]


Furry VR simulator
(VR Only)

Thread Updated: 2025-05-20
Release Date: 2025-05-12
Developer: FuroticVR – PatreonTwitterWebsite
Censored: No
Version: 2025-05-12
OS: Windows
Language: English
Genre:
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3d game, VR, Furry, Big tits, Big ass, Teasing
Installation:
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1. Extract and run.
Changelog:
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v2025-05-12
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What’s in the menu update? A whole lot!
The menu update involved a lot of refactoring of code behind the scenes. The menu has had a complete overhaul 12 new options have been added!
Internally, each avatar now has an AvatarDescriptor which contains a list of all the items that can appear on each of those selectors.
Some avatars for example may have a shirt and shorts you can selectively enable and disable under Clothes, while others may have ‘outfit’ and ‘jacket’ toggles there because you can’t selectively enable the shirt and shorts individually.
Other avatars may have breasts you can increase and decrease the size of using the Chest selector. Or a dick which you can enable and disable under Genitals. Or goggles and a choker under Accessories. Or wings under Extras. You can also make some of the avatars thiccer or thinner or chunkier with the Build options. You can also many some avatars look full or pregnant with the Belly setting! Swapping skins is not yet implemented but will be coming soon.
In addition to these options there are now some state controls to play with. You can now open and close the mouse, anus, and pussy! More options will be added here later to make them cum or make the dick go flaccid. For now, you can only select sheathed or erect for the horse.
In addition to these settings I’ve also made some other improvements:
– The menu still follows your head when you turn, in 60 degree increments (it was 75 before), but will no longer have that annoying tendency to smoothly follow your head after it snaps to a new angle, as it waits for you to stop turning.
– I’ve moved the menu away from you a bit more, as I removed the curvature and there are a lot more items on it to display now.
– Avatars will now stop turning their heads to look at you when your face is closer to one third of a meter, or around one head diameter, from theirs. This is so that when you can actually climb into the mouth, and while inside the mouth, assuming no other animation is moving the avatar’s head around, their head will remain stationary so you don’t fall out. This radius will automatically increase as the avatar scales up so that it will work as expected even with macros.
– Avatars will now look directly at you a bit less often, and will more often idly look around at the environment.
– Sound radiuses are also now automatically updated as avatars scale, so you can finally hear the macros!
– There are a couple new spawn points for the living room which allow you to increase the scale of the avatars there.
One last thing to note is that the way these settings work is on a per-avatar basis. So, if you were to have two Fennecs in the scene, and you adjust the breast size of one, that setting will be saved to the template Fennec that is cloned when you spawn an avatar into either slot. The second avatar won’t immediately take on this new setting, but if you were to select a new spawn point it re-instantiates both avatars from the template, so you’d see their twin take on the new properties.
v20240807
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his build adds dragons! Lots of dragons! 6 males, and 3 females, all with different skins and body shapes, like twink, muscular, athletic, stocky, chubby, and dad bod! Some with wings, some without. I went for having most without for the time being because they don’t fold up yet and kinda get in the way. I disabled collision on the wings so you won’t be bumping into them though. The intent is to allow you to toggle them on and off at some point so they can all have wings, or not.
The dragons were licensed from Zairiza / SlapYouWithFish!
In addition to adding these avatars:
I’ve upgraded Unity to the latest LTS build which may help with performance a bit.
I’ve removed the coffee table from the living room because I plan to add more spawn points in there and it will just get in the way. The ceiling lights are gonna have to go too, eventually the player capsule bumps into them, and I wand to have a macro scene in there.
I’ve fixed a long standing issue where you would drift while scaling up or down. I’d thought this issue might be caused by the player capsule repeatedly colliding with the ground as it changed size. But it turns out that the player was drifting towards the center of their playspace as the playspace scaled down. The further you were from the center of the playspace the more pronounced this drift was!
I also fixed an issue with the player’s height in game being shorter than intended. If you’re around 5’6″ you should now see almost eye to eye with the dragons at their default height.
And in other news… There’s a new fur shader on the market!
I’ve already purchased it for use in the game. Unlike most fur shaders which use a shell based system that causes the hairs to appear like a series of dots rather than a continuous line up close (not good in a game where you can shrink and would literally be buried in said fur), it renders fur with hair cards! This shader can also render feathers, and I’ve got some bird avatars it would work great with!
The only other thing of note for this update is that I’ve been talking with a friend about possibly bringing them on board to help with the coding. They’re very skilled and would likely get a lot of new featured implements a lot more quickly than I can do them myself, and I could then focus on other aspects of the game like adding more avatars, creating new environments, improving the menus, etc!
v20231208
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TLDR
It took six months and over 2,000 lines of code, but the penetration system is finally working!
There’s still some improvements to be made, for example by repositioning and aiming the hips with IK so it has a straight shot at the hole to reduce excessive curvature, but the penetrators now enter the orifices and no longer clip through the back of the head!
This was a long time in the works and really complicated to design, but it allows me to know penetration depth, speed and direction of movement, and other things that I need to implement various features in the pipeline. Anything can be an orifice with this system and passthrough orifices can work too, so in the not too distant future you’ll be able to grasp the dick in your hand and have it move through it.
Dicks will also smoothly transition into and out of penetration and back to being controlled by dynamic bones, and they can change orifices in the middle of an animation, so when a character finishes sucking the orifice will be disabled and the dick will flop back into place until they’re ready to go again!
Orifice animation is also working! Orifices will expand on entry of a penetrator, and they will contract slightly as it pulls out, closing again when it exits fully. This works with mouths too, so sucking animations will now look more lively!
And speaking of sucking, avatars will no longer try to turn their heads towards you while their mouth is busy with something else!
I’ve also added a new tail posing system for moving tails out of the way during animations to reduce clipping. This is also a big step on the way towards adding wagging! Some work still needs to be done here to handle tails colliding with beds and chairs. There is a ground collider active already but this only works with some of the animations.
I’ve temporarily changed the blowjob scenes to feature size-difference because until IK head aiming is implemented, this was the only way to get the mouth lined up properly without blocking the view of the dick with the muzzle or having other undesirable visual glitches.
I’ve added more variety to avatars by adjusting boob sizes, and by adjusting the size, shape, and materials for the dicks.
I made the female bear a bit thicker, and the female shark a little more muscular.
I adjusted materials on avatars in general to improve appearance. The rabbit no longer glows in the dark! Male wolf now has a greenish blue shirt. Eye color improved and more varied.
I’ve temporarily removed vest from stallion due to it clipping in every animation. Clothes will eventually be toggleable!
I finally solved the issue with the avatar’s eyes occasionally rolling back into their heads in the doggy style position in the guest room. Turns out I’d accidentally scaled the spawn point by -1 on the X axis and this messed with the avatar gaze animator system. Oops!
I’ve added light probe override transforms to all spawn points which are automatically applied to the avatars and everything attached to them. This both makes the lighting on the avatars consistent with each other, and allows me to place avatars anywhere without concern for the light probes in a particular area being too dark or having a weird color cast. All characters should now appear well lit in their locations!
I fixed the bed in the master bedroom being flipped on one axis which caused it to have subtly wrong lighting.
I’ve scaled down all the leather chairs a bit because they were unrealistically large and the excessive seat height didn’t work well with the existing animations.
I adjusted the tail physics slightly. They should bounce a bit more now during animations.
Tails currently have dynamic bones disabled for certain animations where they are seated or lying in bed, but this will change in the future once I add the ability to adjust the colliders for each spawn point.
Finally, where a pussy is not available for an animation to target, the system will choose to target the anus instead. For now this is only used in the missionary position. I’d implemented a “Prefer Pussy” checkbox on the menu to switch from anal to vaginal in other animations, but it didn’t work well so I’ve disabled it for now. Once I start implementing IK stuff I can revisit this because I’ll need to rotate the hips to make it work well.
New Build!

A new build is now available and the link will be posted shortly for those in the $10 tier. This build will become available to the $5 tier whenever the next build is ready.

v20230202
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New Spawn Points + Animations!
In this month’s build I’ve added thirteen new spawn points, with five new animation sequences!
  • [Sunroom] Blowjob
  • [Sunroom] Doggystyle
  • [Master Bed] Doggystyle
  • [Master Bed] Blowjob
  • [Master Bed] Missionary
  • [Guestroom] Missionary
  • [Guestroom] Doggystyle
  • [Backyard] Bent Over Garage (Macro)
  • [Backyard] Doggystyle (Macro)
  • [Backyard] Pussy Pleasure (Macro)
  • [Pool] Blowjob (Macro)
  • [Garage] Blowjob
  • [Garage] Blowjob on Car
I’ve also added a new ‘None’ option when selecting avatars so you can animate an avatar solo! This allows you to take the place of the giver or receiver in an animation, for example. Note that you still won’t have a body, but I figured for now something was better than nothing as far as being more than just a passive observer in these things.
Please note, I don’t yet have a penetration system implemented, which means you’re going to see dicks doing funny things like sticking through the backs of people’s heads. Fixing this is a high priority for me, but I didn’t want to delay the update further to get it in there as it may take a month to implement.
Also, I don’t yet have Final IK implemented, which means I can’t pin hands and feet to the ground properly, so those are gonna float around a bit too.
New Sound Effects!
Each character now has breathing, heartbeat, and stomach sound effects attached to them!
These were hastily added, so don’t expect too much yet. There is one male and one female breathing sound, and one heartbeat sound, and they do not change with increased activity. I already have the sounds for that, but I still need to implement arousal mechanics, or at least a means to swap the sounds as I change states. Soon enough, the heartbeat will speed up and the breathing will become louder and they’ll start to grunt and moan and such!
Also, I’m sure you’ll notice the sounds are a bit quiet on the macros. I still need to write some scripts which adjust the minimum radius / volume of the sounds as the characters scale. That’ll be coming soon as well. For now I’ve tried to set the sound to a happy medium and I’ll refine it later when I write the code to control it.
And because the breathing sounds come from the mouth, and I don’t yet have code to open them when you put your hands near, and because the vore enthusiasts deserve something, I’ve set all the avatars to have their mouths open by default for the time being.
Adjusted Character Proportions!
Now that all the avatars are the same height as the player by default, it came to my attention that their heads were smaller than they should be, so I’ve adjusted those slightly.
For the rabbit I also scaled his ears up a bit, and scaled his chest down slightly to reduce the size of his head and correct the length of his arms, which were longer than any of the other avatar’s arms and led to his hands penetrating things they shouldn’t.
Final IK should help with slightly different character proportions in the future, but for now this was the easiest solution.
Heightmaps!
For the micros among us, I’ve added heightmaps to some of the textures like the cobblestones, rugs and cloth, and the floor planks on the porch. The effect is subtle but it does help make the surfaces look less flat when up close.
Sadly there’s an issue with the shader where it doesn’t like rendering heightmaps on large polygons where the normals differ greatly across the surface, so I wasn’t able to add it to the grass at this time.
I did end up buying a fast fur shader that I tried out on the grass, but it also didn’t work well on the large polygons, being clipped away up close to the camera. And because it uses polygon shells, like most fur shaders do to render strands, it doesn’t look good when you’re small anyway.
Known Issues + Future Changes
Here’s a rundown of issues I’m aware of, and thoughts on those, and on future updates.
The lack of a penetration system is causing obvious issues with dicks poking through heads and not going into holes and such, but there’s no point in updating a hundred animations to make it look better when the penetration shader will do the work for me once I get that set up, so that’s on the list of things I want to implement asap.
Besides the dicks, there’s a lot of clipping going on in the animations because they were made for humans with human proportions, and all the models I’m using themselves have varying body proportions. Eventually I’ll adjust the animations to attempt to improve this, but in the future when I implement IK I may be able to resolve some of these issues using that. But for now it’s just something we gotta live with.
Speaking of IK, you’ll notice the hands and feet are not being pinned to the ground in most of the animations. IK will eventually fix that.
IK will also allow me to use all of the animations I have. I’ve got a bunch I’ve set up all the states for, but can’t use yet in many places because they don’t align well with the world geometry. For example, the reason the doggystyle animation where one character leans on a bed or the garage isn’t used anywhere except the garage and the guest room is because every other surface besides that bed was too low to to use without scaling the characters slightly, and scaling them only slightly would look weird. Thankfully for the garage I could make the avatars really big and not worry too much about the scale, but that was the only other place I could really make use of that particular animation for now.
Once I’ve fully integrated Final IK into the game, I’ll be able to do things like adjust the hip height per spawn point, which in turn will bend the knees of the characters and allow me to align them better with surfaces. I’ll also be able to bend elbows as needed. So, I’d really like to get IK working soon!
You’ll find the kneeling BJ animation in the garage is a little bugged. It’s just a rogue animation in the loop somewhere that needs to be removed, but I didn’t want to delay the update just to fix it. It’ll be resolved by the next update.
Speaking of animations, that coffee table in the living room has got to go! I’m not sure what to do with it honestly, but when I went to place animations in the living room the damn coffee table was getting in the way of most of them. Removing it or even adjusting its size will require me to re-bake all the lighting, but that has the potential to break every time I do it, and I didn’t want to risk delaying the new build further. I could have characters have sex on the coffee table, but I think the couch would be a lot more comfortable!
Another issue which I mentioned earlier is the breathing and heartbeat sounds don’t change and aren’t randomized at all. You’ll notice the avatars breathing in sync a lot of the time. Switching the characters can help with this when it happens because the audiosource isn’t restarted on the one that remains visible, but obviously adding a lot more variety here is on my to-do list.
No, the avatars aren’t possessed! You may notice sometimes the character’s eyes will roll back into their heads when you swap spawn points. Thankfully this doesn’t happen too often. I’m not sure exactly what causes it yet, but I’m pretty sure it has something to do with the eye script activating before the avatar has changed fully into their new pose. I think it’s trying to look at you with the back of the eyeballs. Swapping the spawn point to another and back a few times seems to fix this when it happens. I’ll be looking into it. No pun intended!
Avert thy gaze! I’m well aware the avatars are following you with their gaze constantly. This messes with the blowjob animations, and it makes it difficult to climb inside their mouths. It’s something I intend to fix as soon as I can. The simplest fix would be to add a checkbox to my spawn point script that disables it when necessary, though a more sophisticated solution would involve setting it on a per-state level in the animator so it can be disabled only when they’re actively giving a BJ for example. Of course that’s an incomplete fix because it doesn’t solve the problem of when you’re small and you want to climb into their mouth and they’re constantly trying to look down at you. For that I may need to implement a distance based check which scales with the avatar and checks the distance of your head from theirs. Though that might cause other problems, so I’ll need to think about it some more.
Recently on Twitter (which you should be following if you’re not because I sometimes post small updates there), I put up a poll asking about whether people would like to swap the male and female genitalia. The results were unexpected! A lot fewer people than I thought, only 25%, wanted to be able to swap to more human-like dicks, and a lot more than I thought, around 55%, wanted a more anthro option for the vag. Unfortunately, while I have a more human-like version of the Zawoo dick I can potentially swap in, and swapping dicks is relatively easy, there’s no rigged anthro vag model I know of available. In any case, swapping the vag will be more difficult, as barring modifying all the models to add one, which is way more work than I can do on my own, the only way to implement it would be to design the vag so it can slip over the existing one. Thinking about it now though, I suppose I could use cutout mode in the material to mask out parts of the original vag. But, I still don’t have a model for it, nor do I have the funds to license or commission an artist to make one at this time, nor do I have the time to model one myself at the moment.
With the number of spawn points increasing, it’s clear the current setup with a simple drop down list isn’t well suited to the task of allowing you to pick poses quickly. In the future I’d like to implement an icon based approach where you see the characters in blue and pink silhouettes similar to kama-sutra posters. Those would be automatically generated at runtime from the list of available animations. So in some future update I’m gonna need to overhaul the menus!
October Build
N/A
Initial Release
v05312021
Developer Notes:
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First Build Released!
Hey guys,
It came right down to the wire, but here’s the May build!
I’ll do a detailed writeup later of what I’ve been working on these past few weeks. But for now, here are the controls:
Left stick – Smooth movement. Click and hold to run.
Right stick – Smooth rotation + teleportation.
I don’t know what the controls will map to on the Vive wands, but if you need to remap the controls, go down to the bottom of your steam games list and click add a game, and select non-steam game, then browse to where you installed the files. This will also allow Steam VR overlays and playspace moving to work in the game if you have those installed.
Please do not share the download link with others. Thanks!
DOWNLOAD
Win: BUZZHEAVIERMEGAMIXDROPPIXELDRAINVIKINGFILE

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mryeuem94
Author: mryeuem94